Edit Object Texture Test
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8/2/05 original test written by SteveLinden
EditObjectTextureTest
1. Shininess and Bumpiness
- For this test you must enable 'Shiny Objects' in Edit->Preferences->Graphics->Performance Options
- A. Shininess
- 1. Right-click an object that you have permissions on and choose Edit
- a. Select the Texture Tab
- b. Set the Shininess to Low
- The object should appear brighter and look something like a reflection
- c. Repeat b. with Medium and High. The shininess should change.
- d. Change the Shininess back to None
- 2. Choose 'Select Texture' in the top section of the Edit window
- a. Click on an individual face to select it.
- b. Change the Shininess as per step 1.b.
- The Shininess should change for just the selected face
- 3. Close the Edit window
- 1. Right-click an object that you have permissions on and choose Edit
- B. Bumpiness
- 1. Right-click an object that you have permissions on and choose Edit
- a. Select the Texture Tab
- b. Set the Bumpiness to "Brightness"
- The object should now have a bumpmap making the surface look like it has some roughness
- c. Repeat b. with two other values. The bumpiness should change.
- d. Change the Bumpiness back to None
- 2. Choose 'Select Texture' in the top section of the Edit window
- a. Click on an individual face to select it.
- b. Change the Bumpiness as per step 1.b.
- The Bumpiness should change for just the selected face.
- 3. Close the Edit window
- 1. Right-click an object that you have permissions on and choose Edit
- C. Fullbright
- 1. Right-click an object that you have permissions on and choose Edit
- a. Select the Texture Tab
- b. Set the Full Bright check box to Enabled
- The object should now be unaffected by the sun and local lights; it should always be "full bright"
- Rotate the object around to verify that it is unaffected by sunlight
- Enable local lighting (you may need to restart). Create a light next to the object. Verify that the object is unaffected.
- d. Change Full Bright to Disabled
- 2. Choose 'Select Texture' in the top section of the Edit window
- a. Click on an individual face to select it.
- b. Enable Full Bright as per step 1.b.
- Just the selected face should be full bright. Test using the steps described in 1.b.
- 3. Choose 'Position' in the top section of the Edit window. You will now be editing the entire object.
- a. Verify that the Full Bright check box is greyed out, indicating that the value is different for different faces.
- b. Click on the Full Bright check box. The check box should no longer be greyed out and the entire object should be full bright.
- 1. Right-click an object that you have permissions on and choose Edit
- D. Scripting (advanced)
- Test setting the bumpiness, shininess, and full bright properties of a face through a script.
//switch fullbright for whole object on and off integer x=0; default { state_entry() { llSay(0, "starting"); llSetTimerEvent(1); } timer() { llSetPrimitiveParams([PRIM_FULLBRIGHT, ALL_SIDES, (x = llAbs(--x))]); llSay(0,"fullbright = "+(string)x); } }
//set individual sides to fullbright integer x=0; integer y=0; default { state_entry() { llSay(0, "starting"); llSetTimerEvent(1); } timer() { llSetPrimitiveParams([PRIM_FULLBRIGHT, (y = llRound(llFrand(7))), (x = llAbs(--x))]); llSay(0,"Setting side"+ (string)y+" to "+(string)x); } }